Add luck option after roll, attributes above 6, fix miracle icon and grit bonus
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@@ -16,7 +16,7 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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})
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const attributeField = () => new fields.SchemaField({
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rank: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1, max: 4 })
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rank: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 })
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})
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schema.attributes = new fields.SchemaField({
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might: attributeField(),
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@@ -68,7 +68,8 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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schema.grit = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 })
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max: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }),
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bonus: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
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})
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// Luck.max is derived from fate.rank; resets at session start.
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@@ -125,8 +126,8 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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prepareDerivedData() {
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super.prepareDerivedData()
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// Grit max = Resilience skill rank + Toughness attribute rank (rulebook p.5)
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this.grit.max = this.skills.resilience.rank + this.attributes.toughness.rank
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// Grit max = Resilience skill rank + Toughness attribute rank + bonus (rulebook p.5)
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this.grit.max = this.skills.resilience.rank + this.attributes.toughness.rank + (this.grit.bonus ?? 0)
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// Luck max = Fate rank; restores at session start
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this.luck.max = this.attributes.fate.rank
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// Defense score = 10 + Agility + Armor Rating + bonus
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